Production and Logistics for Transformative Role-playing Games
Synopsis
When running analog role-playing games, you are also, in effect, becoming event planners. For a transformative game to work its magic, your players need to trust the design, the setting, and the situation. Issues of logistics can be jarring at best, and catastrophic at worst, e.g., problems with transportation, accommodation, set-up, and technical failures. To avoid these issues, we recommend carefully planning and tracking your production and logistics work when possible. This chapter is intended as a support for these processes.
In this chapter, we will consider the wide range of considerations that go into producing a transformative role-playing game at scale. While many of the topics here may pertain more to long-form larps rather than other types of game, we recommend reading carefully anyway and deciding what is directly relevant to your projects. Furthermore, while we focus primarily on in-person events, you can find some considerations around working with technology later in the chapter.
We have structured this chapter to follow a traditional project lifecycle. It begins with the tasks necessary to start working on running your game, then moves onto the design tasks and other activities that need to happen before your game. We will then consider those tasks that might happen once you arrive onsite. Finally, we will discuss tasks that happen after the game is done. While this organization is chronological, note that some activities run throughout the entire project. For example, you will create a budget during the initiation phase, but you will not close the budget until the last invoice has been paid, which is likely to happen after the game is packed away.
In these next sections, we will cover the Initiation stage: when you are starting the planning for your project.
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